H1Z1 Interactive Survival Map & Database

H1Z1 Interactive Survival Map & Database

Featuring 9 levels of zoom, our H1Z1 map is the most detailed and accurate map available on the internet. It features a simple to use interface, is fully customisable and provides advanced searching tools. Coupled with our extensive and ever growing list of features and services, H1Z1DB.net really has something for everybody.

RENAMED ITEMS

Disclaimer: this post has been automatically generated based on a comparison of game data files, the changes listed above are only theoretical and may not appear on the live server and could be subject to change at any time.

Test Server Smash! Today between 4pm-5pm PT the team is jumping onto the Test Server for some final checks before tomorrow's update. Win a Solos match during that time and earn a cool prize. Details here: https://t.co/534qEDjZvk

Servers will be coming offline for this update at 8:00am PT (11/17) and will remain down for approximately 6 hours.

Welcome to the November Update for H1Z1! This update includes the Combat Zone, Daily Challenges, the start of Preseason 7, the all-new Payload Crate, and lots of tuning and quality of life updates based primarily on player feedback.

New Feature: Combat Zone

This is an all-new game mode designed for practicing combat mechanics.

Spawn in with a full kit ready to go.

Respawn after death, no parachuting.

Game takes place on a small, more intimate map that highlights various elements of The Arena.

Max number of players per game is 55, and games end after one hour.

New Feature: Daily Challenges

Weve added a Daily Challenge system to the game which primarily rewards Skulls. Youll be given three Challenges per day; one easy, one medium, and one hard (harder Challenges reward more Skulls). Youll be able to discard one Challenge per day and get a replacement. Challenges dont necessarily need to be completed in a single match and wont be replaced until you complete or discard them.

A few examples of Daily Challenges:

Halfway There  Place in the top 75 of a Solos match (easy)

Domed  Destroy 10 helmets worn by other players (medium)

One Shot. One Kill.  Kill an opponent with the .308 Hunting Rifle (hard)

With the introduction of Daily Challenges, the Bounty System has been removed and the Skull Store has been updated with several awesome new rewards including the first ever animated Helmet!

Combat & Gameplay Tuning

Weve made a number of weapons adjustments based on player feedback.

Slightly decreased AR-15 recoil reset time to give the user more responsive 2-taps.

Added a fixed, non-rotating pattern for Shotgun blasts including a center pellet.

Shotgun damage and fall-off damage have been increased to increase its close-quarters reliability.

Bullet drop has been reduced for pistols and rifles. The values are now much closer to what they were before the Combat Update in August

In addition, there are several quality of life gameplay improvements in this update.

Fall damage should be significantly more consistent now. Height is now the only determinant of fall damage, so forward velocity will not affect you. You should also no longer take 1-2 points of damage randomly when running and jumping over small objects.

Explosive arrows are now very effective against vehicles.

It is now possible to loot while reloading.

The fifth passenger in a vehicle can now reload and shoot (careful!).

Fuel is now consumed slightly faster than before when using turbo boost.

Match Pacing & Tuning

First safe zone is now revealed after 45 seconds, instead of 2 minutes.

The first phase will be 2 minutes and 30 seconds shorter but it should be easier to outrun the gas in a vehicle.

The toxicity mechanic has been removed.

The gas mechanic has had its damage retuned due to the removal of the toxicity mechanic.

The airdrop plane and drop itself now move slightly faster.

The loot distribution system has been tuned on a per mode basis. Item spawns have been increased in Duos by approximately 15%, and Fives by approximately 25%.

Slightly increased AR-15 spawn rate.

Slightly decreased AK-47 and Hellfire 4-6 spawn rate.

Slightly increased Medkit spawn rate in residential areas.

Increased crossbow spawn rate and decreased long bow spawn rate. There will be roughly the same number of total bows (including both types) as before.

Updates to The Arena

We revamped the lighting and colors of The Arena to be more visually appealing. This change came in part from direct player feedback during the Reverse AMA on Reddit. In addition to many general bug fixes, loot balance has been improved at The Dam, barns, and office buildings.

General Improvements & Bug Fixes

Weve made improvements to our file system that reduce the download size of the game. This change will require that previous files are downloaded again to receive the new format; however future downloads will utilize the new format and will therefore require a smaller amount of space.

You can now enter vehicles that are moving slowly instead of only when they are completely stopped.

Training & Skirmish have been removed from the UI. Future Skirmishes will be presented through the Events system.

Added a Scrap Duplicates button that allows you to Scrap all but one of the selected item.

Fixed an issue that could cause Twitch Accounts to not successfully link to Daybreak Accounts.

Shooting from a passenger seat should no longer result in hitting a teammate in the backseat.

You will no longer get stuck after crouching in a truck bed.

You can now consistently see other players stand up when they are in the back of a truck.

You can no longer throw a grenade and shoot with a single click.

Stun Grenade effect will no longer be canceled by exposure to a second Stun Grenade.

You will no longer incorrectly go into first person if you enter a vehicle while zooming.

AK-47 will no longer appear further from the camera than usual when going into first person while aiming down sights.

Camera will no longer rarely veer off target when crouching and quickly switching between first and third person.

Reticle no longer slightly shifts when punching.

Vehicles will no longer occasionally spawn with two sets of keys.

Backpacks that are upright (e.g. leaning against the wall) will now properly show up in proximity.

Players will no longer occasionally enter a handgun stance when exiting a vehicle.

Different satchel types now give the same number of cloth scraps (2).

Leather satchels are now visually distinguishable from plain Satchels.

Made Survivor Backpacks a bit smaller.

Hellfire 4-6 bullets now properly go through chain-link fences.

Fuel (Biofuel) now detonates when hit by molotovs and flaming arrows.

One shot from a Hellfire 4-6 now brings Makeshift Armor to 16% condition instead of 0%.

Flaming arrows now trigger the on fire animation when they successfully damage a player.

Balanced out the effective range of various arrow types.

Group members will no longer get stuck in queue if the leader queues while one or more group members are in an unready state.

Fixed an issue where a player could queue for a match then join a group, and then be unable to queue for a new match.

Fixed an issue where the end screen would not display if your map is open during a win.

End screens will no longer display on the main menu when dying with your map open.

Leaderboard player list and icon no longer disappear when user clicks on a player profile then switches divisions.

Selected skins will properly load when clicking on a locked skin then back.

Previewing a locked skin will no longer prevent you from previewing another skin afterwards.

Mousing over new items should no longer cause customization to re-sort.

Changed text color for carrying capacity in Inventory to be a bit easier to read.

Canceling on Match Found! will no longer cause Back and Exit H1Z1 buttons to disappear.

Crouch Blocked message will now always properly play in the appropriate situations.

Combat Practice

Were rolling out the new Combat Practice zone! Its going to be your destination to get your hands on all the weapons in the game so you practice your skills with other players. We think it'll be a great place to sharpen your skills or just to warm up before you get serious in for an evening (or morning) of Battle Royale. Its a much smaller map than Z2, designed to highlight each of the locals from our current map so you can practice fighting in the hills, neighborhoods and city areas. When you die, just respawn right back in. There wont be any parachuting in Combat Practice so it keeps the momentum high.

You enter combat practice with a semi-random selection weapons (pistol, rifle, shotty/smg) and some equipment (backpack, helmet, medkits, etc) already on your person. There is no parachute, you spawn directly onto the map in an area determined by the population in the zone. You can then keep looting up or seek out other players to fight. If you die, youll have the option to respawn, at which point youll go back to the start of this statement.

Combat Tuning

Weve made some additional adjustments to the weapons based on feedback from you, the players.

AR Recoil Reset reduction- Increased the speed that the AR recoil resets to give the user more responsive 2 taps.

AK 47 Reduced Fire Rate - We decreased the fire rate of the AK to help alleviate closer quarters spammability.

Shotgun Fixed Pattern - Shotgun now features a fixed, non-rotating pattern. We've added a center pellet. Damage has been increased, but damage fall off has also been increased to make it a more reliable close range weapon.

Bullet Drop - We've slightly decreased the bullet drop across pistols and rifles to be more in line with the old bullet drop, prior to the combat update.

Match Pacing

Were making some pretty interesting changes to the gas pacing early in the game to speed up in initial looting lull. Were taking out the toxicity system and re-tuning the gas damage to compensate. The gas in the early game will now be easier to see through but much more difficult to see through late game to prevent camping.

Other Items

Improved lighting and color vibrancy

Pre-Season 7 will be coming with the next major game update and during the season we may introduce a "Beta" score that reflects consistency as well as your top 10. More on that soon.

Fall damage - Weve also made some changes to the fall damage system to make it more consistent. You will take the same damage from the same heights regardless of forward velocity. You will also no longer take 1-2 damage randomly when running and jumping over small objects.

Explosive Arrows are now super effective against vehicles.

It is now possible to loot while reloading.

The fifth passenger in a vehicle can now reload and shoot.

Weve made improvements to our file system that significantly reduces the download size of the game. This change will require that previous files are downloaded again to receive the new format. However, future downloads will utilize the new format and therefore require a smaller footprint.

This update adds Badwater Canyon back into the mix - some servers run the classic "Z1" map, and some servers run the Badwater Canyon map. Both servers run the same rulesets, so both maps have free-placement, no raid shields, no Golden Eagle Coins, no safe zones, etc.

This update contains a number of fixes but there are still several known (but not publicized) exploits that we are addressing. Server stability has been greatly improving this week and we will continue to monitor crash reports and address any remaining issues.

*We request that you do not publicly post any exploitable bugs not reported fixed here. Send them to us privately (either via PM on reddit, PM on discord, or as a private ticket on dgcissuetracker.com).* Publicizing exploits doesn't help us fix them quicker than reporting them privately, but it does ensure widespread abuse and makes it harder to punish those who abuse these exploits.

This update won't be ready for live until we have a stable game, running both maps, with all known exploits fixed - but we're getting closer!

Please report any exploits privately so we can ensure this launch is a great experience for all players.

This update includes the following changes and fixes:

Badwater Canyon is now available on select PVP and PVE test servers in both US and EU regions

Anywhere USA ("Z1") server population caps increased to 140 (the pre-BWC population cap)

Fixed an Anywhere USA map exploit

Added Ramps to the side of base foundations

Base foundation placement can be nudged up or down with shift+mousewheel to raise or lower your first foundation during placement. Later foundations will snap to that height

Fixed a number of server stability issues / server crashes causing player disconnects and rollbacks

Fixed an issue that was causing shacks to snap to foundations when placed near a foundation

Fixed an issue where players would respawn with a duplicate, unplaceable stash kit

Fixed an issue where molotovs, gas grenades, and incendiary grenades did not deal damage correctly

Fixed an issue where scrolling down through a full loot bag could hide the contents of a future loot bag by maintaining the scroll position

Fixed an issue where firefighter respirators did not properly counteract gas weapons

This patch is just the first patch planned for this week. Late this week we are looking to bring Badwater Canyon to Test - some servers will run Z1 and some will run Badwater Canyon, giving you the choice of maps. This update contains a number of improvements and fixes, as well as some critical anti-cheat updates and exploit fixes.

We request that you do not publicly post any exploitable bugs not reported fixed here. Send them to us privately (either via PM on reddit, PM on discord, or as a private ticket on dgcissuetracker.com). Publicizing exploits doesn't help us fix them quicker than reporting them privately, but it does ensure widespread abuse and makes it harder to punish those who abuse these exploits.

Rebalanced Door Locks - doors are now much easier to destroy

Added firefighter outfits and firefighter zombies near the fire station

Improved NPC pathing and optimization

Fixed an issue where knocked down zombies would continue to pursue the player

Fixed an issue where zombies could get stuck and not pursue the player

Fixed an issue where a deleted player's base would persist in the world without being able to be claimed. Abandoned bases can be claimed by players who discover them and taken as their own.

Fixed numerous level geometry bugs

Fixed an issue where "Share my server" could not be checked/unchecked

Free place objects cannot be placed on/near other player's base foundations without being added to permission

On PVE servers, storage built on foundations cannot be accessed by those without permissions ("PVE Raiding")

Disabled the /stuck command due to various exploits

Fixed an exploit where a builder could prevent placement of enemy explosives by attempting to build

Fixed an exploit where players could acquire infinite honeycomb

Fixed an exploit where stashes could be hidden under base foundations

Fixed an exploit where players could use torches to climb enemy bases

Fixed an exploit where players could gain entry to bases via tables

NOTE - there are known exploits that we are fixing not included in this list. Don't post how to perform them or ask about them publicly! Use the private methods listed above if you are curious about them or believe you have a new exploit to report

Anti-cheat detection, logging, and prevention updates

These issues were fixed with this most recent patch (listed as known issues in the 11/6 update)

In PVE, Players who own a base cannot access their storage built on the base. Players with permissions to that base can access the storage on that base

In the Fall of 2016, we began to assemble a new team that was directed to change and reinvigorate Just Survive. Ultimately, our goal was to challenge the survival genre with a new direction.

We understood that a shift as radical as this could please many fans while being undesirable to others, though we also believed that these changes would bring in new players. On August 15th 2017 we took the first step towards our goal with the release of Badwater Canyon, followed over the course of two months with several substantial updates. Many current and new players embraced these changes, showing agreement with the vision on the horizon, and we thank everyone for that.

In September 2017, the decision was made to move forward with a second shift, but in a far more familiar direction. That shift was developed in parallel with the recent update including Resolution Ridge, and is making its way to the Test Server today. With this new update, we will spend several weeks iterating the large adjustments weve made to the core game before this new direction is published to Live. Given the gravity of the changes it is important to test this at scale and get this content in front of our players for feedback as quickly as possible. Bugs and issues are to be expected on the Test Server, as our team will be moving quickly to implement everything below and more. We will be collecting feedback through multiple channels, and you can expect additional information in the weeks to come.

One important note before we get to the changelog for this update is that you may have seen that H1Z1 is planning to remaster Z1. While H1Z1 and Just Survive started from the same base, as development has broadened over the years the two games have become very different from each other, both with regard to what all of you see and experience, and the programming underneath. Its best to consider each game as a separate entity moving forward.

In this update, you will find the following major changes:

Base Changes:

Base Foundations are now free-placeable and snap together

Snapped Base Foundations are limited to four per player

Players cannot build foundations next to other players foundations or inside POIs

Component crafting costs have been reduced

Component hitpoints and damage resistances have been buffed

Wood Components are now impervious to melee weaponry

Metal Components are now impervious to melee AND firearms

Height limits for Bases have been removed, these are now only governed by Piece limits

Map Updates:

The legacy map, Z1 is now playable on all Test Servers (this is not the H1Z1 remaster)

Badwater Canyon is no longer available on Test  it will be available on select Live servers when this update is published to Live

Trees, rocks, and cars on Z1 have been updated to use the Badwater Canyon harvesting mechanics

Today were bringing a substantial update to Live servers that improves our core feature set, addresses a number of bugs/exploits and incorporates your feedback.

One major note on that last point is that weve overhauled Shacks and returned them to the game. This new metal structure is sizeable, sturdy and they can even be decorated! Originally, we anticipated those who had used Shacks would instead leverage the Barricade and Stash mechanics once we transitioned to Badwater Canyon. Though well continue to expand upon and improve those systems (see Metal Barricades in the notes below) your feedback has made clear that you still want Shacks, so now theyre back and better than ever.

This update also yields some major improvements to the Stronghold system. From the outset, weve wanted to provide a number of unique Stronghold materials along with items to combat their increasing strength, and today were taking another step forward with Metal Stronghold Components. The introduction of Pipe Bombs, Dynamite, and bundles thereof is a game changer, and since Metal Components are fully resistant to melee weapons and have increased resistance against firearms, youll need those explosives to make a big dent in upgraded Strongholds.

In addition to adding many new items and recipes to the game, weve also made numerous changes to both the loot system and loot balance. Often requested by the community, one of the key changes is a new system that automatically cycles loot over time in an area. This means it is no longer necessary to recycle the loot by dumping the unwanted contents on the ground to allow the container to repopulate fully.

These elements are just some of the significant improvements weve made to the experience, so we urge you to check out the detailed list below and look forward to seeing the impact they all make when you try them in game.

This update required a server wipe to ensure that key system changes like the auto-cycling loot functioned without error.

The following changes and bug fixes are included in this Just Survive Live Update:

New Items

Added Metal Shack (Crafting Recipe)

Added Metal Shack Door (Crafting Recipe)

Added Metal Stronghold Components (Crafting Recipe)

Added Metal Barricade (Crafting Recipe)

Added Dynamite (Loot and Crafting recipe)

Added Dynamite Bundle (Crafting Recipe)

Added Pipe Bomb (Crafting Recipe)

Added Weapon Chest (Crafting Recipe)

Added Ammo Box(Crafting Recipe)

Added Freezer (Crafting Recipe)

Added Tool Chest (Crafting Recipe)

Added Handcuffs (Loot and Golden Eagle Coin Purchase)

Loot Changes

Loot auto-cycles to refresh loot areas

Increased the number of available vehicles on the map

Player Inventory now allows for Multi-Category Sorting

Reduced steel yield from pistols from 5 to 3 to match other weapon bulk

Blankets can be salvaged for cloth and twine.

Minor balance tuning to firearm and weapon repair kit item caps.

Ashes no longer spawn in the world. They can still be obtained as a by-product from burning things.

Oil is now a possible drop from vehicle harvesting.

Updated wood yield from harvesting trees

Wood piles are now destructible objects that yield wood upon destruction (previously they acted as containers)

Pallets now yield wood upon destruction

Crates now yield wood and sometimes nails upon destruction

Barrels now yield nails upon destruction

Weapons that break through durability loss now correctly eject their unused ammunition

Updated wood loot model to be a jagged plank rather than a log

Added unique loot model and icon for Deer Head and Antlers

Added unique loot model and icon for Saline

Added unique loot model and icon for Wolf Head

Added unique loot model and icon for Zombie Head

Added unique loot model and icon for Fiber Compress

Zombie and Combat Changes

Reduced zombie damage to body armor

Zombie damage through armor has a small chance to inflict bleeding

Minor bleed now has a chance to heal itself over time

Lowered use time for Fiber Compress

Improved zombie pathing and behaviors

Fixed an issue where zombies were near-invincible while eating corpses

Disclaimer: this post has been automatically generated based on a comparison of game data files, the changes listed above are only theoretical and may not appear on the live server and could be subject to change at any time.